Felipe Lira
870e00ba
Refactored LowEndMobile pipeline to have constant nomeclature across all modules. Organized project strucuture for clearer reference.
8 年前
Tim Cooper
c30d33b8
[Format]Reformat via format.pl to match the new conventions
8 年前
Felipe Lira
ae4bcfc3
Fixed issue where lightprobes were not rendering.
8 年前
Felipe Lira
7ffb14f0
Fixed shadow acne issues that were apparent in Metal.
8 年前
Felipe Lira
7b6bea1a
(LDPipe) Fixed issue where objects where not being rendered in metal when there was not light shadow caster.
8 年前
Tim Cooper
aa808e8d
[UX]Add simple defaults to the LowEndPipe, migrate RenderPipeline.cs -> core unity branch.
8 年前
Tim Cooper
00aff75c
[srp ux]Add default shader to the low end pipeline
8 年前
Felipe Lira
6f3e7b0a
Refactored LD to Lightweight
8 年前
Felipe Lira
d559f6f0
Added default materials to lightweight pipe. Changed shaders scene to add transparent, unlit and cutout.
8 年前
Felipe Lira
94744828
Removed shadow sampling from loop, shadow bias taken from light, improved shadow algorithm
8 年前
Felipe Lira
8265d3ce
Added support to per-object light list for SM 2.0 devices
8 年前
Felipe Lira
8f9eef29
Added support to MSAA.
8 年前
Felipe Lira
7b4dc0f8
Added support for UI rendering in LightweightPipeline.
8 年前
Felipe Lira
c22c1ee1
Added particles and line renderer materials
8 年前
Felipe Lira
8ec89a38
LinearGamma conversions added based on Pipeline keyword.
7 年前
Felipe Lira
c28f1752
Added attenuation procedural texture generation code and attenuation texture in shader.
7 年前
Felipe Lira
5fbceb59
Missing changes to last commit.
7 年前
Felipe Lira
47b306b8
Added RenderScale support.
7 年前
Felipe Lira
cced0898
Refactored light setup to not sort lights. Sorting at a global level would introduce light popping.
7 年前
Felipe Lira
413c2583
Added support to SoftParticles
7 年前
Felipe Lira
06348311
Added support to 9 lights to lightweight. 1 main light + 8 per-object.
7 年前
Felipe Lira
a01c178c
Enabled back support to vertex lighting
7 年前
Felipe Lira
792168b1
Reduced number of shader variations.
7 年前
Felipe Lira
8f6a326d
Removed Attenuation texture dependency due to precision issues with an alpha8. Optimized attenuation function to use 1 MAD instruction for the smooth factor.
7 年前
Felipe Lira
457ae515
Removed editor scripts to root editor folder.
7 年前
Felipe Lira
5266236e
Added camera inspector for lightweight pipeline.
7 年前
Felipe Lira
c7738b32
Added a depth prepass for cases when MSAA is enabled and we don't have texture2DMS to resolved depth.
7 年前
Felipe Lira
4655c92c
Fixed crash in pipeline startup due to missing resources. Removed fog computation from inner fragment shading loop.
7 年前
Felipe Lira
2afc78cf
Changed lightweight asset to define total amount of pixel lights instead of additional pixel lights. That was confusing for most people. Also limited vertex light to 4.
7 年前
Felipe Lira
0a8c1dae
Small refactor of soft particles to RequireDepth as that is more general.
7 年前
Felipe Lira
75898953
Minor UI changes to reflect docs.
7 年前
Felipe Lira
cb54afc5
Addressed Shawn's UI comment. Render scale cap is now at 4.
7 年前
Felipe Lira
fa504521
Runned auto format tool.
7 年前
Felipe Lira
85558334
Default Resources are not serialised anymore in the LW pipeline asset. They come from resource asset and are also not exposed anymore.
7 年前
Felipe Lira
d66bbf81
HDR is disabled by default in LW pipeline asset. This was causing a major performance difference because builtin will only have HDR enabled in forward if a tonemapping fx is enabled.
7 年前
Felipe Lira
dba19ad6
Added support to BakedIndirect and CopyColor to emulate grabpass.
7 年前
Felipe Lira
41d85d61
Added softparticles option to lightweight asset.
7 年前
John
31c4096c
Initial UI additions, fixes
7 年前
John
2d3db4b5
Moved frustum corners to shadow buffer
7 年前
John
ec8b4a6b
Refactor and renaming
7 年前
John
90cac197
Stripped UI options/pipeline config of feature. Relies on cascades for now.
7 年前
Joel de Vahl
f3cd88c5
Started work on light optimizations for low tier mobiles
7 年前
John
e5aff3eb
Initial integration of diffusion profile settings to sss
7 年前
Felipe Lira
8a6de19e
Added Cascade Split UI
7 年前
Felipe Lira
9d9d5435
Initial prototype.
7 年前
Felipe Lira
4c6c80fe
Fixed cascade UI
7 年前
John Parsaie
40539650
Merge branch '2018.1' into projects/TheLastStand
7 年前
John Parsaie
3c431a3b
Debug View UI
7 年前
Matt Dean
35596864
Add Distortion Texture functionality
7 年前
Matt Dean
09db20ac
Renames and cleanup
- Rename all instance of "Distortion" to "Opaque"
- Change cbuffer name to "Opaque Copy"
- Fix require/requires inconsistency
- Fix relative path in sampling shader
7 年前
Matt Dean
500dc7e2
More PR fixes
- Change sampling offset to uniform and remove shader pass
- Change Scale 1 to point filtering
- Change Scale 0.5 to bilinear filtering
- Add bilinear 0.25 scale option
- Add DrawAnimatedPopup method
7 年前
Matt Dean
e1c4f751
Rename OpaqueDownsampling and remove cast to half
7 年前
Felipe Lira
a05bc76c
Remover near plane offset configuration from pipeline asset. We use the configuration set in the light itself.
7 年前
Matt Dean
d49f6ee9
Merge remote-tracking branch 'origin/LWRP' into LW-DistortionPass
7 年前
Felipe Lira
3bbb9197
Upgraded lightweight UI to have local shadow settings. Upgrader asset version. Stripping local shadows based on pipeline capabilities.
7 年前
Felipe Lira
cee6f8f7
Used autoformat tool on all changed files.
7 年前
Felipe Lira
a953a3e3
Addressed PR's comments
7 年前
Felipe Lira
d426889d
Added shader stripping settings for the pipeline.
7 年前
Felipe Lira
a55f3bfe
Added support to DynamicBatching. It's enabled by default and can be changed in the pipeline asset. Created RenderingData to hold all other data containers.
7 年前